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eubatham

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Everything posted by eubatham

  1. Nice builds guys, going to give that "Fast Running Tank" a definite try in one of my future playthroughs.
  2. I didn't comment on the Paladin class, I commented on the video and that it's basically just about the scrolls than the class (ANY class). Feel free to share your point of view in the approriate thread, http://forums.obsidian.net/topic/77839-are-paladins-really-not-that-bad/, instead of going off topic. And please, try to refrain from making things up, just to out your frustrations. As for other classes, I'm quite sure I saw a fighter post a similar kill some time ago. I'll look for it later.
  3. This is the first time I've heard someone call kits like the Cavalier terrible. As said in the post before me, some things like multiclassing was broken. But I wouldn't simply compare all other classkits against the outliers. Overall, the Paladin had quite a few decent kits. It's like saying any class that wasn't a Cypher before 1.05 was terrible.
  4. Looks more like a video about scrolls being really good than about an actual class's ability to take on an encounter.
  5. I know this is the Paladin thread, but you are completely wrong when it comes to Wary Defender. A free +10 deflection, +10 fortitude, +10 reflex and +10 will for one talent point is awesome.
  6. I'd like to see you bring people back to life that aren't full con barbarians or fighters, considering that the resurrect spell kills almost everyone once its initial effects wear off. Paladins have no single purpose, their abilities are unfocused and spread all over the place. Furthermore, its only real tanking ability is again from a level 1 talent that's given to all (PC) Paladins automatically. Its other class skills are downright bad compared to other classes, the only reason why you'd state that the Paladin is alright at support is if you never had a class like a Priest or Chanter in your group. You don't need to play the game on PoTD to see just how lackluster the Paladin is. Sure, you can finish the game with a Paladin in your group, but is that really high praise when you can also finish the game with just one party member? I really recommend you reading through threads like http://forums.obsidian.net/topic/77839-are-paladins-really-not-that-bad/ before you'd reply again.
  7. Faith and Conviction is an automatically learned skill at level 1, almost every ability you can spend class points on is close to terrible (unless you decide to run with no other buffing class in your group). Also, running at 3 con as a tank is nothing special. Con is a worthless stat for almost everyone in every roll. And NPC Paladins? They don't even get Faith and Conviction.
  8. Nah, the tank "metagame" in most MMO's is a conscious design choice, not simply due to lack of advanced AI. The only "MMO" that I'm aware off where bad AI is part of the issues it's facing, is GW2. However, GW2 has so many mechanical problems when it comes to PvE that blaming it on just poor AI is mistaking the tip of the iceberg that's above water as the entire iceberg.
  9. I heavily disagree on that point. From a Priest's perspective, the Paladin is only capable of overlapping with a few of their abilities. The difference in quality and quantity when it comes to support is so large between the two classes, that the Paladin really isn't a substitute. I really don't understand this hate against micro'ing. You can pause combat as much as you want and you don't need to (nor can you) spam spells every encounter. Considering that the Paladin has more per encounter abilities than a Priest, you might as well say that a Paladin requires more micro'ing if you're going to fire off abilities constantly.
  10. Not sure if the same is true for the other aura's, but save/loading in certain areas will cause your aura's (or at least zealous aura's) to permanently increase in size. I'm quite sure it's somewhere in Twin Oaks or the wilderness areas right before it. About Paladins vs Chanters & Priests, I think the core of the issue is that Paladins are forced to compete with these classes. Almost every time you need to pick a class ability, the only option is to take a supportive ability that'll go head to head with one of the other two classes. You simply don't have a choice but to overlap, to then be outclassed, as a Paladin. The Paladin needs other ways to grow, ways that'll allow it to differentiate itself from the other support classes.
  11. Thank you for at least agreeing with me that defending aura's because "they're always active, even if they get overwritten" is pointless, because most fights don't take that long (because they aren't though). Like I said before; only for the harder (and longer) fights that are more rare (especially in the early game), buffs are important. I do think you're focusing too much on one aspect of chanters though, while ignoring their excellent off-tank potential while passively keeping up strong buffs (via chants) during short fights. Not to even forget their powerful spells, that not only buff allies, but also paralyze enemies or distract them. While a certain play style might not be suited for every gamestyle, keep in mind that we're trying to gauge the overall potential of a class.
  12. Despite the way that you explain how you use the ability, it still doesn't overcome my main hurdle, namely that it simply kills off anyone that you try to resurrects after it's short buff has expired, unless he or she has dumped quite a few points into Con and has a high base HP. Which significantly narrows the potential survivors. Make sure that you're not going off the wiki when it comes to priest spells, it's still quite out of date and uses older beta data. I was mistaken myself too, thinking that it was 5DR. But now that I have access to the game itself again, I can verify that my point still stands (though not 'almost double the DR'). It currently offers 4 DR ingame, vs 3DR from the aura. The duration is also base 30 seconds, compared to the documented 15 from the beta. Also keep in mind that that a Priest is always better to be geared towards a spellcaster, while a Paladin usually isn't (although high Int is sometimes used with Paladins for conversation options), boosting that duration to 42sec at 18 Int. I also double checked to be sure, and the effects do not stack.
  13. The conclusion always comes down to "bring a priest rather than a Paladin" because the Priest brings the same, but down right better versions of most of the Paladin buffs that don't stack with each other. That, along with many more and varied buffs that they all have access to without spending talents. Considering that at lower levels hard fights are far between each other, you'll have the buffs up that you need when you need them despite the per rest limit. Later, the Priest's low ranking spells (which are again include almost all Paladins buffs, but then better versions that don't require talent investment, along with much, much more) become per encounter and the Priest gets access to high level spells that are so powerful the Paladin can't even begin to compare. Powergaming doesn't come into the picture here, nor was it ever really discussed. It's all about the pointlessness of the Paladin. A Paladin isn't anywhere nearly as useful as a Priest, if you try to replace a Priest with a Paladin in your group you're seriously handicapping yourself. And for what? Slightly better tanking than a Priest at lower level, since thanks to gear the class you use for tanking becomes largely irrelevant when you get to act 2? What if we put them both in a party instead? Well, then the Paladin turns into an extremely weak version of a Fighter, because again, most of their buffs don't stack. You'll miss out on +1 accuracy and +5% crit at low level (if you don't bring a Paladin), which is peanuts to what a Priest brings later on. So why not take another fighter instead? Or let a chanter offtank along with a fighter (which many people are doing)? The Paladin needs unique support skills that he brings to the table and see his non support skills keep pace with his level, because currently they're good early on but almost worthless by level 12 (again, almost). Some classes might be above other classes when it comes to relative power but almost all bring something unique to table, apart from the Paladin and one other class. The only other class in a similar situation is the Ranger, which currently lives in the shadow of the Rogue class (but still manages to stand far better on its own compared to a Paladin). But all of this has been explained ad nauseum in this and other threads. If you want to throw a his fit about this and give a stupid, short sighted misinterpretation of the discussion at hand, I guess that is your right to do. But don't mistaken freedom of speech with being right.
  14. Good build, but I agree with the remarks made by MadDemiurg and Gkathellar. You'll get more out of 10might/10int if you ask me.
  15. Reviving Exhortation isn't as much a rez as a brief way to get someone cast a couple more spells because it kills the targeted ally after its effect have worn of. It's hardly ever useful in its current form. Zealous Endurance doesn't stack with most other DR, more specifically the level 1 Priest Spell which gives almost double the DR. A spell that becomes castable per encounter at level 9 and considering that hard encounters are far between each other at low levels, you'll have it up whenever you really need the buff.
  16. Nah, checked it upon release, nothing there... haven't used the item since. I took these screenshots less than one minute ago. http://i.imgur.com/zb11QzO.jpg http://i.imgur.com/VKZi32b.jpg I'm running 1.04 and both the cloak and pig are, and always have been, rendered just fine for me.
  17. Stop focusing so much on the fighter, other classes get equally powerful abilities and for most other class PoTD is an equally easy cakewalk. One of the first complete PoTD Paladin walkthroughs posted on this forum was specifically done by the poster as a Paladin because it would the hardest of all classes to get through PoTD. It was concluded that if they could finish it as a Paladin they could do it on any class (or at least melee). So again, concluding that Fighters are too powerful after that video is the wrong conclusion to make. If you'd check other PoTD walkthroughs, you'll notice that Paladins are simply that far behind on most other classes. Paladins get an early advantage over most classes, but from Act 2 most of that is rendered pointless because items provide more than enough defenses needed for PoTD.
  18. I've been noticing some similar inconsistencies with the damage calculation of FoD too, but my character did not have Scion of Flame. I don't have access to my game for another few days, so I can't post screenshots or logs unfortunately. Furthermore, I thought a developer commented that Scion of Flame wouldn't work with FoD or Weapons Enchants at all and are planning on patching it? So maybe the culprit is FoD itself after all?
  19. My suggestions for improving the Paladin; Give Flames of Devotion a 1/encounter use at level 1. Make the ability automatically give more per encounter charges for every 2 levels you level up. So, you'd get another charge at level 3/5/7/9/11/13/15/17/19, totaling to 6/encounter uses at level 12. Give Lay on Hands a 1/encounter use at level 1. Make the ability automatically give more per encounter charges for every 4 levels you level up. So, you'd get another charge at level 5/9/13/17, totaling to 3 charges at level 12. Reasoning for these changes: Both FoD and LoH can be heavily specialized in through class traits and talents to bring a lot of utility to the Paladin class. While these abilities are powerful early on in the game, their initial per encounter uses make these talents (and the Paladin class itself) very lackluster starting around level 7. Other classes get more abilities to fall back on and their utility vastly expands, this while the Paladin is still stuck with the same 2/encounter uses for FoD and 1/encounter uses for LoH (be it slightly more powerful versions) from level 1. Allow a Paladin to have all of his Zealous Aura's active at the same time. Aura's already don't stack with many buffs of other classes out there. Not to mention that it requires a Paladin to invest out of 5 possible class trait choices, 3 of them into picking up all the Aura's. The aura's also only bring minor buffs, especially compared to the powerful spells some other classes bring at higher levels. Would it therefor really be overpowered for a Paladin to build around them? Keep in mind that the earliest and "auradin" would be active, would be at level 7, with having no other chosen class traits apart from level 1. This, despite dumping a lot of traits and talents into these abilities. Sworn Enemy is alright at 3/rest, but would feel a lot better and more fitting if it was 1/encounter. Liberating Exhortation is in it's current form a bad joke. It's a single target version of a level 2 Priest spell, in a game where most debuffs are applied as AoE (or at least, debuffs that it can affect). Considering that Paladins don't have any reason, apart from this and maybe one other spell, to build specifically as a pure spellcaster, you'll be using your slow actions in order to triage AoE effects with 2/encounter single target cleanses. It's just stupid. Either rework it from the ground up, or at least make it an AoE effect (meaning however that it becomes a duplicate of the Priest spell). Reviving Exhortation is heavily hamstrung due to it killing most classes after its 15 second window. Even high HP classes like Fighters and Barbarians require a healthy investment into Con to survive it. Make it take away 50% of the max endurance of the allied target it was cast on, along with reducing it to 3/rest or something similar. I guarantee that even with 3/rest charges and only 50% max endurance, it'll be numerous times more useful than it's current version. If deemed too powerful at level 7, swap it out with Reinforcing Exhortation (so you get a choice between a debuff (Deprive the Unworthy) or buff (Reinforcing Exhortation) at level 7) that you get at level 9. At level 9, it certainly isn't too powerful compared to what other classes get. Faith and Conviction needs to be given to none player character Paladins. They are seriously hurt by not having access to such a core ability. Yes, it means you need to keep in mind that you have a Paladin in your group when it comes to roleplaying, but I consider that a good thing. "But this would make Paladins powerful! You can't do that!", well that's the point. To make Paladins feel powerful, since other classes feel really powerful and potent at level 12. When other classes gain in levels, you basically go from "oh" to "wow" to "holy crap". However, with the Paladin it's currently "meh" from level 1 to 12.
  20. I wouldn't say Paladins are better tanks, keep in mind that Fighters can use Vigorous Defense (turning their defenses to +35/+30/+30/+30 for 15 sec) once per encounter, but more importantly is that Fighters have Critical Defense (turning 20% of incoming crits into hits and 10% of hits into grazes) which is a ridiculously powerful talent. Anyway, I'm willing to concede the point only for the fact that some of the most staunch defenders of the Paladins class, calling the Paladin "A great class that simply plays different from other classes and that people are playing them wrong", have brought up your exact quote about Paladin tanks as "proof" to back their claims. That you're disagreeing with them yourself is simply amusing to see.
  21. Well, sure, pick up Zealous Aura along with the +5% crit talent, but the rest of unique Paladin abilities are pretty crap. Some of the order abilities are alright and are definitely worth picking up.
  22. He has a Priest, no need to include a Paladin. He would be nothing but a weak Fighter, since the Priest takes care of almost all of the buffs a Paladin would bring (and brings much, much more at the same time). I'd follow the advice of possibly replacing one of the other fighters with a Chanter in full plate, but otherwise just keep the 2 Fighters. Just make sure that one of them has Guardian (+10 deflection for nearby allies) and you're good to go. Make one your main tank with sword&board and give the other a big 2-hander to be your peeler (aka, your target to kill designator).
  23. Frankly, if you need to rest that much, you're doing something wrong. Most enemy groups don't require you to use up your on rest spells, your per encounter or simply auto attacks should do just fine. Don't blow all your level 4 Priest's spells on every bandit you encounter. Furthermore, I strongly agree with the posters that state that this would demolish any and all difficulty into the game. Per rest abilities are generally too damn powerful to be used per encounter. And no, I wouldn't prefer the system from the IE games where you can be ambushed or randomly attacked when traveling. The current system is just fine.
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